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vector | m_CameraTM [4] |
| transformation matrix - pos + orient of the camera
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float | m_fFovMultiplier |
| fov multiplier - 1.0 default - used for modifying fov -
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float | m_fFovAbsolute |
| fov absolute value override - -1.0 default, if set - overrides absolute fov setting
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float | m_fNearPlane |
| nearplane distance
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float | m_fPositionModelSpace |
| 0.0 position is in heading space, 1.0 position is in model space
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float | m_fDistance |
| camera distance (external cameras only)
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float | m_fUseHeading |
| 0..1 (0 uses direct dir returned, 1 uses heading from player)
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float | m_fPredictCollisionRadius |
| sphere radius used for collision prediction
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int | m_iDirectBone |
| -1 no bone, >= 0 - bone index camera is bound to, m_CameraTM is offset to the bone
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int | m_iDirectBoneMode |
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float | m_fInsideCamera |
| 0 not used, 1 - pos, 2 - rot, 3 - pos+rot applied as a parent to m_CameraTM, 4 as 3 but cam aligned with Y
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bool | m_bUpdateWhenBlendOut |
| true - camera is updated when blending to new camera (Ironsights == false)
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float | m_fShootFromCamera |
| 1(default) - uses shoot from camera (+aiming sway), 0 pure weapon shoot (ironsights == 0)
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float | m_fIgnoreParentRoll |
| 1 - resets base transforms roll
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float | m_fIgnoreParentPitch |
| 1 - resets base transforms pitch
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float | m_fIgnoreParentYaw |
| 1 - resets base transforms yaw
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bool | m_bUpdateEveryFrame |
| Whether the camera updates the next frame or blends with next character update.
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vector | m_OwnerTM [4] |
| override automatically calculated owner transform during rendering (default - false)
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bool | m_bOwnerTMOverride |
| The world space transform of the owner to the camera.
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IEntity | m_CollisionIgnoreEntity |
| ignore entity in 3rd person camera collision solver
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◆ DayZPlayerCameraResult()
cannot be instanced from script (always created from C++)
◆ ~DayZPlayerCameraResult()
cannot be instanced from script (always created from C++)
◆ m_bOwnerTMOverride
The world space transform of the owner to the camera.
◆ m_bUpdateEveryFrame
Whether the camera updates the next frame or blends with next character update.
◆ m_bUpdateWhenBlendOut
bool m_bUpdateWhenBlendOut |
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private |
true - camera is updated when blending to new camera (Ironsights == false)
◆ m_CameraTM
transformation matrix - pos + orient of the camera
◆ m_CollisionIgnoreEntity
ignore entity in 3rd person camera collision solver
◆ m_fDistance
camera distance (external cameras only)
◆ m_fFovAbsolute
fov absolute value override - -1.0 default, if set - overrides absolute fov setting
◆ m_fFovMultiplier
fov multiplier - 1.0 default - used for modifying fov -
◆ m_fIgnoreParentPitch
float m_fIgnoreParentPitch |
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private |
1 - resets base transforms pitch
◆ m_fIgnoreParentRoll
float m_fIgnoreParentRoll |
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private |
1 - resets base transforms roll
◆ m_fIgnoreParentYaw
1 - resets base transforms yaw
◆ m_fInsideCamera
0 not used, 1 - pos, 2 - rot, 3 - pos+rot applied as a parent to m_CameraTM, 4 as 3 but cam aligned with Y
0..1 (0 normal lod, 1 inside lod), >0.7 -> inside
◆ m_fNearPlane
◆ m_fPositionModelSpace
float m_fPositionModelSpace |
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private |
0.0 position is in heading space, 1.0 position is in model space
◆ m_fPredictCollisionRadius
float m_fPredictCollisionRadius |
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private |
sphere radius used for collision prediction
◆ m_fShootFromCamera
1(default) - uses shoot from camera (+aiming sway), 0 pure weapon shoot (ironsights == 0)
◆ m_fUseHeading
0..1 (0 uses direct dir returned, 1 uses heading from player)
◆ m_iDirectBone
-1 no bone, >= 0 - bone index camera is bound to, m_CameraTM is offset to the bone
◆ m_iDirectBoneMode
◆ m_OwnerTM
override automatically calculated owner transform during rendering (default - false)
Объявления и описания членов класса находятся в файле: